RegionIO/internal/world/vanilla.go
Master290 d3142e7687 3D per-cell biomes (4x4x4) with surface/underground/cave layers
- Chunk stores per-section biome arrays (64 cells/section); flat generators
  keep the uniform single-valued fallback.
- New writeBiomePalette uses min 1 bpe and direct at registry width (65 biomes).
- Climate sampler splits 2D axes (sampled once per column) from 3D depth
  (per cell), keeping per-cell cost to a single density-function compute.
- Full biome parameter table (surface + underground twins + lush/dripstone/
  deep_dark caves) with depth as a true range, not a binary layer.
- fillBiomes3D fills the 1536 cells/chunk in parallel; <0.3ms overhead vs
  baseline chunk gen (benchmark-verified).
- Tests: cave-biome resolution, per-cell variation, flat-world regression,
  registry-range validity, plus chunk-gen and per-cell benchmarks.
2026-06-24 01:04:01 +03:00

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package world
import (
"sync"
"regionio/internal/worldgen"
)
// Noise cell dimensions for the overworld (size_horizontal=1 → 4 wide,
// size_vertical=2 → 8 tall). Only the Interpolated terrain noise is sampled on
// the cell-corner grid and trilinearly interpolated (as vanilla's NoiseChunk
// does); the rest of final_density — squeeze/min and the caves — is evaluated
// per block with those interpolated values substituted in.
const (
cellWidth = 4
cellHeight = 8
cellsXZ = 16 / cellWidth // 4
cellsY = WorldHeight / cellHeight // 48
)
type cornerGrid [cellsXZ + 1][cellsY + 1][cellsXZ + 1]float64
// NewVanillaGenerator returns a generator backed by the real overworld
// final_density tree for the given seed, plus a simplified cosmetic pass
// (beaches and trees) layered on the bit-accurate terrain.
func NewVanillaGenerator(seed int64) Generator {
od, err := worldgen.LoadOverworldFinalDensity(seed)
if err != nil {
panic("world: loading overworld density: " + err.Error())
}
return func(cx, cz int32) *Chunk {
return generateVanilla(od, seed, cx, cz)
}
}
func generateVanilla(od *worldgen.OverworldDensity, seed int64, cx, cz int32) *Chunk {
c := NewChunk(cx, cz, BiomePlains) // per-cell biomes override below
baseX, baseZ := int(cx)*16, int(cz)*16
grids := make([]cornerGrid, len(od.Interpolated))
var wg sync.WaitGroup
for ix := 0; ix <= cellsXZ; ix++ {
wg.Add(1)
go func(ix int) {
defer wg.Done()
wx := float64(baseX + ix*cellWidth)
for iy := 0; iy <= cellsY; iy++ {
wy := float64(MinY + iy*cellHeight)
for iz := 0; iz <= cellsXZ; iz++ {
ctx := worldgen.FunctionContext{X: wx, Y: wy, Z: float64(baseZ + iz*cellWidth)}
for n, node := range od.Interpolated {
grids[n][ix][iy][iz] = node.Inner.Compute(ctx)
}
}
}
}(ix)
}
wg.Wait()
var columns [16][16][WorldHeight]uint16
var surfTop [16][16]int // top solid index, -1 if none
var grass [16][16]bool // grassy land surface (tree-plantable)
for lx := 0; lx < 16; lx++ {
wg.Add(1)
go func(lx int) {
defer wg.Done()
interp := make([]float64, len(od.Interpolated))
for lz := 0; lz < 16; lz++ {
surfTop[lx][lz], grass[lx][lz] = fillVanillaColumn(od, grids, interp, &columns[lx][lz], baseX+lx, baseZ+lz, lx, lz, seed)
}
}(lx)
}
wg.Wait()
for lx := 0; lx < 16; lx++ {
for lz := 0; lz < 16; lz++ {
col := &columns[lx][lz]
for i := 0; i < WorldHeight; i++ {
if s := col[i]; s != StateAir {
c.SetBlock(lx, MinY+i, lz, s)
}
}
}
}
fillBiomes3D(c, od, baseX, baseZ)
decorate(c, cx, cz, seed, &surfTop, &grass)
return c
}
// fillBiomes3D assigns a per-cell 4×4×4 biome to every section of the chunk.
// The five 2D climate axes are sampled once per column (256 calls) and reused
// across Y; the 3D depth axis is evaluated per cell (1536 calls, but each is a
// single density-function compute). The biome columns are processed in parallel
// to keep generation fast.
func fillBiomes3D(c *Chunk, od *worldgen.OverworldDensity, baseX, baseZ int) {
var s2D [16][16]worldgen.Sample2D
var wg sync.WaitGroup
for lx := 0; lx < 16; lx++ {
wg.Add(1)
go func(lx int) {
defer wg.Done()
for lz := 0; lz < 16; lz++ {
s2D[lx][lz] = worldgen.SampleColumn2D(od, SeaLevel, baseX+lx, baseZ+lz)
}
}(lx)
}
wg.Wait()
// One biome per 4×4×4 cell. Sampling at the cell corner (bx*4, bz*4) is
// representative because the 2D climate noises vary slowly relative to a
// 4-block cell; depth carries the vertical variation.
for bx := 0; bx < biomeCellsXZ; bx++ {
wg.Add(1)
go func(bx int) {
defer wg.Done()
lx := bx * biomeCellSize
for bz := 0; bz < biomeCellsXZ; bz++ {
lz := bz * biomeCellSize
col2D := s2D[lx][lz]
for si := 0; si < SectionCount; si++ {
for by := 0; by < biomeCellsXZ; by++ {
wy := MinY + si*16 + by*biomeCellSize
biome := BiomeAt3D(od, col2D, baseX+lx, wy, baseZ+lz)
c.SetBiome(lx, wy, lz, biome)
}
}
}
}(bx)
}
wg.Wait()
}
// fillVanillaColumn lays the blocks for one column and returns the top solid
// index and whether the surface is grassy land (suitable for trees). Beaches
// (sand) form a narrow ring around the waterline; deep water floors use gravel;
// the bottom is a vanilla-style randomised bedrock layer.
func fillVanillaColumn(od *worldgen.OverworldDensity, grids []cornerGrid, interp []float64, out *[WorldHeight]uint16, wx, wz, lx, lz int, seed int64) (int, bool) {
cx0 := lx / cellWidth
cz0 := lz / cellWidth
fx := float64(lx%cellWidth) / cellWidth
fz := float64(lz%cellWidth) / cellWidth
var solid [WorldHeight]bool
top := -1
for i := 0; i < WorldHeight; i++ {
cy0 := i / cellHeight
fy := float64(i%cellHeight) / cellHeight
for n := range grids {
interp[n] = trilerp(&grids[n], cx0, cy0, cz0, fx, fy, fz)
}
ctx := worldgen.FunctionContext{X: float64(wx), Y: float64(MinY + i), Z: float64(wz)}.WithInterp(interp)
if od.Final.Compute(ctx) > 0 {
solid[i] = true
top = i
}
}
topY := MinY + top
// Beach: a narrow band straddling the waterline. Dry columns well above sea
// level stay grass; deep water floors become gravel, not sand.
const beachBand = 3
beach := top >= 0 && topY >= SeaLevel-beachBand && topY <= SeaLevel+1
deepWater := top >= 0 && topY < SeaLevel-beachBand
// Randomised bedrock floor: solid at MinY, decaying chance up to MinY+4, like
// the vanilla overworld floor (each layer drops the probability by ~1/4).
rng := newColumnRand(wx, wz, int(seed))
for i := 0; i < WorldHeight; i++ {
y := MinY + i
switch {
case y <= MinY:
out[i] = StateBedrock
case y <= MinY+4 && solid[i] && bedrockAt(rng, y-MinY):
out[i] = StateBedrock
case solid[i]:
switch {
case beach && i > top-4:
out[i] = StateSand
case deepWater && i == top:
out[i] = StateGravel
case i == top && y >= SeaLevel:
out[i] = StateGrass
case i > top-4:
out[i] = StateDirt
default:
out[i] = StateStone
}
case y < SeaLevel:
out[i] = StateWater
}
}
return top, top >= 0 && !beach && !deepWater && topY >= SeaLevel
}
// bedrockAt reports whether a block at layer d (1..4 above the floor) should be
// bedrock, consuming randomness from rng. Vanilla's floor has probability ~1 at
// the bottom layer dropping to 0 a few blocks up; we approximate the decay with
// a 1/4 chance per step up from the solid floor.
func bedrockAt(rng chunkRand, d int) bool {
// Probability per layer: d=1 → 50%, d=2 → 25%, d=3 → 12.5%, d=4 → 6.25%.
// Need (5-d) high bits from a 32-bit draw; compare against a per-step mask.
keep := 5 - d // 4..1
if keep <= 0 {
return false
}
// Each surviving bit roughly halves the chance; draw once and check `keep`
// of its low bits.
r := rng.next()
for b := 0; b < keep; b++ {
if (r>>uint(b))&1 == 0 {
return false
}
}
return true
}
// decorate places simple oak trees on grassy columns. Trunks are kept two
// blocks inside the chunk so the radius-2 canopy never crosses into a neighbour
// (avoiding cross-chunk coordination); placement is deterministic per chunk.
func decorate(c *Chunk, cx, cz int32, seed int64, surfTop *[16][16]int, grass *[16][16]bool) {
r := newChunkRand(cx, cz, seed)
const attempts = 8
for a := 0; a < attempts; a++ {
lx := 2 + int(r.next()%12)
lz := 2 + int(r.next()%12)
if !grass[lx][lz] {
continue
}
baseY := MinY + surfTop[lx][lz] + 1
placeOak(c, lx, baseY, lz, &r)
}
}
func placeOak(c *Chunk, lx, baseY, lz int, r *chunkRand) {
h := 4 + int(r.next()%3) // trunk height 4..6
for i := 0; i < h; i++ {
c.SetBlock(lx, baseY+i, lz, StateOakLog)
}
topY := baseY + h - 1
// Canopy: two wide layers around the top, then two narrow layers above.
layers := []struct {
dy, radius int
}{{-1, 2}, {0, 2}, {1, 1}, {2, 1}}
for _, ly := range layers {
y := topY + ly.dy
for dx := -ly.radius; dx <= ly.radius; dx++ {
for dz := -ly.radius; dz <= ly.radius; dz++ {
if ly.radius == 2 && abs(dx) == 2 && abs(dz) == 2 {
continue // trim the far corners for a rounder shape
}
if c.GetBlock(lx+dx, y, lz+dz) == StateAir {
c.SetBlock(lx+dx, y, lz+dz, StateOakLeaf)
}
}
}
}
}
func abs(v int) int {
if v < 0 {
return -v
}
return v
}
// chunkRand is a tiny deterministic PRNG (SplitMix64) seeded per chunk.
type chunkRand struct{ s uint64 }
func newChunkRand(cx, cz int32, seed int64) chunkRand {
h := uint64(seed)
h ^= uint64(uint32(cx)) * 0x9E3779B97F4A7C15
h ^= uint64(uint32(cz)) * 0xC2B2AE3D27D4EB4F
return chunkRand{s: h | 1}
}
// newColumnRand seeds a deterministic PRNG from a column's world coordinates so
// each (x,z) gets a stable but independent stream (used for the random bedrock
// layer). Mixing in the world seed keeps worlds with the same terrain shape but
// different seeds distinct at the floor.
func newColumnRand(wx, wz, seed int) chunkRand {
h := uint64(seed)
h ^= uint64(uint32(wx)) * 0x9E3779B97F4A7C15
h ^= uint64(uint32(wz)) * 0xC2B2AE3D27D4EB4F
return chunkRand{s: h | 1}
}
func (r *chunkRand) next() uint32 {
r.s += 0x9E3779B97F4A7C15
z := r.s
z = (z ^ (z >> 30)) * 0xBF58476D1CE4E5B9
z = (z ^ (z >> 27)) * 0x94D049BB133111EB
z = z ^ (z >> 31)
return uint32(z >> 32)
}
func trilerp(c *cornerGrid, x0, y0, z0 int, fx, fy, fz float64) float64 {
x1, y1, z1 := x0+1, y0+1, z0+1
c00 := lerpf(fx, c[x0][y0][z0], c[x1][y0][z0])
c10 := lerpf(fx, c[x0][y1][z0], c[x1][y1][z0])
c01 := lerpf(fx, c[x0][y0][z1], c[x1][y0][z1])
c11 := lerpf(fx, c[x0][y1][z1], c[x1][y1][z1])
return lerpf(fz, lerpf(fy, c00, c10), lerpf(fy, c01, c11))
}
func lerpf(t, a, b float64) float64 { return a + t*(b-a) }